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Shadowbane
2009-04-12, 04:31 PM
This is a variant paladin I created from various ideas floating around the net. It's tailored to fit my personal tastes and opinions of what a paladin SHOULD be.

Rp-wise, it's a paladin who was selected before becoming an official paladin to become an "Auradin." They are rare, and far more powerful than your typical paladin.

During this, at some points I will refer to the auradin as a paladin. They are the same.


The Auradin:

Alignment:
Any Good

Hit Die:
d10

{table=head]Level|Base Attack Bonus|Fortitude|Willpower|Reflex|Special
1|+1|+2|+0|+0|Aura of Good, detect evil,
2|+2|+3|+0|+0|Divine Grace,Lay Hands,Smite evil
3|+3|+3|+1|+1|Aura of Courage,Divine Health,
4|+4|+4|+1|+1|Turn Undead,Smite Evil+2d6
5|+5|+4|+1|+1|Aura of Defiance,Special Mount
6|+6/+1|+5|+2|+2|Smite Evil+3d6
7|+7/+2|+5|+2|+2|Aura of Resolve
8|+8/+3|+6|+2|+2|Mettle,Smite Evil+4d6
9|+9/+4|+6|+3|+3|Aura of Health
10|+10/+5|+7|+3|+3|Smite Evil+5d6
11|+11/+6/+1|+7|+3|+3|Aura of Life
12|+12/+7/+2|+8|+4|+4|Smite Evil+6d6
13|+13/+8/+3|+8|+4|+4|Aura of Fury
14|+14/+9/+4|+9|+4|+4|Aura of Freedom,Smite Evil+7d6
15|+15/+10/+5|+9|+5|+5|Aura of Forbiddance
16|+16/+11/+6/+1|+10|+5|+5|Smite Evil+8d6
17|+17/+12/+7/+2|+10|+5|+5|Aura of Truth
18|+18/+13/+8/+3|+11|+6|+6|Smite Evil+9d6
19|+19/+14/+9/+4|+11|+6|+6|Aura of Glory
20|+20/+15/+10/+5|+12|+6|+6|Miracle,Smite Evil+10d6[/table]


Weapon and Armor Proficiency:Auradin are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Aura of Good (Ex): The power of a Auradin’s aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Sp): At will, an Auradin can use detect evil, as the spell.

Smite Evil (Su): Starting at 2nd level, an Auradin deals 1d6 extra damage to any evil creatures she attacks in melee. These dice are not multiplied by damage multipliers, and are not applied to any bonus attacks beyond those granted by Base Attack Bonus. This damage increases by +1d6 every two levels thereafter.

Aura of Courage (Su): Beginning at 3rd level, an Auradin is immune to fear (magical or otherwise). Each ally within 60 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions while the auradin is conscious, but not if she is unconscious or dead.

Divine Health (Su):Starting at 3rd level, a Auradin gains immunity to all diseases, including supernatural and magical diseases.

Lay on Hands: Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level × her Charisma bonus. A paladin may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action.

Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.

Aura of Defiance (Su): Beginning at 5th level, an Auradin gains a second aura, which grants her immunity to charm effects. Each ally within 60 feet of her gains a +4 morale bonus on saving throws against charm effects.
While her Aura of Good is always active, she may only have one other aura active at any time. She may change which aura she has active as a Swift Action. All auras (except her Aura of Good) function only when she is conscious.

Aura of Resolve (Su): Beginning at 7th level, an Auradin gains the aura of resolve, which grants her immunity to compulsion effects. Each ally within 60 feet of her gains a +4 morale bonus on saving throws against compulsion effects.

Mettle (Ex): Starting at 8th level, an Auradin who succeeds on a Fortitude partial or Will partial save takes no effect as if she had immunity.

Aura of Health (Su): Beginning at 9th level, an Auradin gains the Aura of Health, which grants her immunity to all poisons. Each ally within 60 feet of her gains a +4 morale bonus on saving throws against poison.

Aura of Life (Su): Beginning at 11th level, an Auradin gains the Aura of Life, which grants her immunity to death effects and negative energy. Each ally within 60 feet of her gains a +4 morale bonus on saving throws against death effects and negative energy effects.

Aura of Fury (Su): Beginning at 13th level, an Auradin gains the Aura of Fury, which grants her the ability to use Righteous Might at will.

Aura of Freedom (Su): Starting at 14th level, an Auradin gains the Aura of Freedom, which grants her the effects of freedom of movement continuously. Each ally within 60 feet of her gains a +4 morale bonus on saving throws against effects that freedom of movement would prevent.

Aura of Forbiddance (Su): Starting at 15th level, an Auradin gains the Aura of Forbiddance, which allows her to prevent any planar travel effect within 60 feet of her from occurring, at her option. No save is offered against this effect.

Aura of Truth (Su): Beginning at 17th level, an Auradin gains the Aura of Truth, which grants her the effects of true seeing continuously. Each ally within 60 feet of her gains a +4 morale bonus on saving throws against illusions.

Aura of Glory (Su): Starting at 19th level, an Auradin gains the Aura of Glory, which grants her one of three effects:
A) The auradin gains a pair of angel wings, and can fly at twice base land speed.
B) The auradin gains the effect of Holy Aura continuously.
c) Any weapons the Auradin is wielding become Holy.

Miracle (Su): Starting at 20th level, the Auradin can use Miracle as a spell-like ability once a day. Any XP cost must still be paid.


The Paladin’s Mount

The paladin’s mount is superior to a normal mount of its kind and has special powers, as described below. The standard mount for a Medium paladin is a heavy warhorse, and the standard mount for a Small paladin is a warpony. Another kind of mount, such as a riding dog (for a halfling paladin) or a Large shark (for a paladin in an aquatic campaign) may be allowed as well. A paladin’s mount is treated as a magical beast, not an animal, for the purpose of all effects that depend on its type (though it retains an animal’s HD, base attack bonus, saves, skill points, and feats).

[QUOTE=AgentPaper;5991290]{table=head]CL|HD|NAC|ST|Int|Special
5th-7th|+2|+4|+1|6|Empathic link, imp. ev,share spells/save
8th-10th|+4|+6|+2|7|Improved Speed
11th-14th|+6|+8|+3|8|Command Creatures of its kind
15th-20th|+8|+10|+4|9|Spell resistance[/table]

Paladin’s Mount Basics: Use the base statistics for a creature of the mount’s kind, but make changes to take into account the attributes and characteristics summarized on the table and described below.

Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the mount’s base attack and base save bonuses. A special mount’s base attack bonus is equal to that of a cleric of a level equal to the mount’s HD. A mount has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). The mount gains additional skill points or feats for bonus HD as normal for advancing a monster’s Hit Dice.

Natural Armor Adj.:The number on the table is an improvement to the mount’s existing natural armor bonus.

Str Adj.: Add this figure to the mount’s Strength score.

Int: The mount’s Intelligence score.

Empathic Link (Su): The paladin has an empathic link with her mount out to a distance of up to 1 mile. The paladin cannot see through the mount’s eyes, but they can communicate empathically. Note that even intelligent mounts see the world differently from humans, so misunderstandings are always possible.
Because of this empathic link, the paladin has the same connection to an item or place that her mount does, just as with a master and his familiar (see Familiars).

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a mount takes no damage if it makes a successful saving throw and half damage if the saving throw fails.

Share Spells: At the paladin’s option, she may have any spell (but not any spell-like ability) she casts on herself also affect her mount. The mount must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the mount if it moves farther than 5 feet away and will not affect the mount again even if it returns to the paladin before the duration expires. Additionally, the paladin may cast a spell with a target of “You” on her mount (as a touch range spell) instead of on herself. A paladin and her mount can share spells even if the spells normally do not affect creatures of the mount’s type (magical beast).

Share Saving Throws: For each of its saving throws, the mount uses its own base save bonus or the paladin’s, whichever is higher. The mount applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the master might have.

Improved Speed (Ex): The mount’s speed increases by 10 feet.

Command (Sp): Once per day per two paladin levels of its master, a mount can use this ability to command other any normal animal of approximately the same kind as itself (for warhorses and warponies, this category includes donkeys, mules, and ponies), as long as the target creature has fewer Hit Dice than the mount. This ability functions like the command spell, but the mount must make a DC 21 Concentration check to succeed if it’s being ridden at the time. If the check fails, the ability does not work that time, but it still counts against the mount’s daily uses. Each target may attempt a Will save (DC 10 + 1/2 paladin’s level + paladin’s Cha modifier) to negate the effect.

Spell Resistance (Ex): A mount’s spell resistance equals its master’s paladin level + 5. To affect the mount with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the mount’s spell resistance.


Feats:

Divine Personality: The Auradin gains the ability to use both Aura of Resolve and Aura of Defiance at the same time, as well as Aura of Good.

Tenacity of the Living: The Auradin gains the ability to use both Aura of Courage and Aura of Life at the same time, as well as Aura of Good.

Divine Presence: The Auradin gains the ability to use both Aura of Truth and Aura of Forbiddance at the same time, as well as Aura of Good.

Glorious Apotheosis:
Prerequisites: Auradin Level 20, Divine Personality, Tenacity of the Living, Divine Presence

The Auradin can use all his auras at the same time. This feat can be deactivated and re-activated as a free action. The paladin cannot use lay on hands while this feat is active.

(Rp-reason: The presence of all the auras makes his presence painful to those that are overly wounded. Close proximity or touching is not a good idea.)

JackMage666
2009-04-12, 05:25 PM
Cut Miracle as a Spell-like ability. That means that, 1/day, he can boost an ability score by 1, permanently (up to 5 times/abilty score). After a Month, he'll have a permanent +5 to all scores, and then he can start granting the same to all his allys.

Either get rid of it, or make him still pay the XP cost.

Shadowbane
2009-04-12, 05:45 PM
Switched it for Regenerate 2/day, thanks!

AgentPaper
2009-04-12, 06:14 PM
{table=head]Level|Base Attack Bonus|Fortitude|Willpower|Reflex|Special
1|+1|+2|+0|+0|Aura of Good, detect evil,
2|+2|+3|+0|+0|Divine Grace,Lay Hands,Smite evil
3|+3|+3|+1|+1|Aura of Courage,Divine Health,
4|+4|+4|+1|+1|Turn Undead,Smite Evil+2d6
5|+5|+4|+1|+1|Aura of Defiance,Special Mount
6|+6/+1|+5|+2|+2|Smite Evil+3d6
7|+7/+2|+5|+2|+2|Aura of Resolve
8|+8/+3|+6|+2|+2|Mettle,Smite Evil+4d6
9|+9/+4|+6|+3|+3|Aura of Health
10|+10/+5|+7|+3|+3|Smite Evil+5d6
11|+11/+6/+1|+7|+3|+3|Aura of Life
12|+12/+7/+2|+8|+4|+4|Smite Evil+6d6
13|+13/+8/+3|+8|+4|+4|Aura of Mourning
14|+14/+9/+4|+9|+4|+4|Aura of Freedom,Smite Evil+7d6
15|+15/+10/+5|+9|+5|+5|Aura of Glory
16|+16/+11/+6/+1|+10|+5|+5|Smite Evil+8d6
17|+17/+12/+7/+2|+10|+5|+5|Aura of Truth
18|+18/+13/+8/+3|+11|+6|+6|Smite Evil+9d6
19|+19/+14/+9/+4|+11|+6|+6|Aura of Forbiddance
20|+20/+15/+10/+5|+12|+6|+6|True Resurrection,Smite Evil+10d6[/table]

Shadowbane
2009-04-12, 06:17 PM
...Thank you. So much.

AgentPaper
2009-04-12, 06:29 PM
...Thank you. So much.

No problem, there really should be a guide to making tables stickied around here, but until then just quote someone who's made one to figure it out. It's really not that complicated, though a bit tedious.

Also, you have True Resurrection at level 20 on the chart which I think should be Regenerate, right?

Shadowbane
2009-04-12, 07:14 PM
Aah. Carelessness on my part, fixed.

~Smite Typo!

Saint Nil
2009-04-12, 07:18 PM
THIS is a paladin I would play. I play crusaders and presitige paladin/clerics, but THIS is the best paladin fix I've seen.

*thumbs up*

Shadowbane
2009-04-12, 07:31 PM
Thank you very much! I've found it is a ton of fun to play, and is just a ton of fun to role-play.

Being an Auradin in my homebrewed world means that you're one of maybe a dozen beings with that kind of power in the world. They're often lonely, gentle, kind, and talk to their weapons. At the same time, they rarely actually fight, waiting instead until an innocent has truly been threatened. NOT preemptive strike characters at all.

Baron Corm
2009-04-12, 09:16 PM
If the paladin is currently affected by, say, a poison, and he switches to poison-immune aura, does that rid him of the poison? RAW I would say it does. That eliminates a lot of the decision-making though, as you would never really need some of the auras to be constantly active in that case, so I would specifically say that it doesn't work that way.

What is the reason for the Constitution damage in the Aura of Glory ability? If it's meant to be an arbitrary drawback due to the power of the ability... you could just switch it in place with Aura of Forbiddance.

Shadowbane
2009-04-12, 09:21 PM
As to the poison, I did not play it that way. I played it that if he got poisoned, he needs to Remove Poison, and that Aura won't cure him.

As to the CON damage, it's sort of an RP thing. My DM thought it was a little too powerful, so we went with the auradin losing 1 CON temporarily because the ability drains his physical form's power.

Switching it with Aura of Forbiddance.....

Yeah let's do that.

InaVegt
2009-04-12, 09:33 PM
If the paladin is currently affected by, say, a poison, and he switches to poison-immune aura, does that rid him of the poison? RAW I would say it does. That eliminates a lot of the decision-making though, as you would never really need some of the auras to be constantly active in that case, so I would specifically say that it doesn't work that way.

I'd immagine it working like a delay poison effect for as long as the aura is in effect.

Shadowbane
2009-04-12, 09:40 PM
I'd agree, but I'd leave that up to the DM to decide. Also not sure how I would write it in. Just say:

"If the paladin is poisoned and this aura is activated, it acts as a delay poison spell."

Correct?

Shades of Gray
2009-04-12, 10:54 PM
"with a caster level equal to blah blah blah.* People are picky about that. Or "that lasts as long as this aura is in effect"

Shadowbane
2009-04-12, 11:02 PM
So...

"If the paladin is poisoned and this aura is activated, it acts as a delay poison spell that lasts exactly as long as this aura is in effect."

Lappy9000
2009-04-13, 10:18 AM
This is quite an amazing paladin fix. Indeed, it does seem to be how the paladin should be.

If you could do me a favor, and use some Bolding for the class abilities and the Mount, it'd be perfect :smallwink:

J.Gellert
2009-04-13, 01:28 PM
Very nice! Great work and it's given me ideas for my paladins...

Nomad Pangolin
2009-04-13, 02:58 PM
Cut Miracle as a Spell-like ability. That means that, 1/day, he can boost an ability score by 1, permanently (up to 5 times/abilty score). After a Month, he'll have a permanent +5 to all scores, and then he can start granting the same to all his allys.

Either get rid of it, or make him still pay the XP cost.

Miracle can't grant inherent bonuses by RAW; and the 5k experience cost is for powerful requests, not just using it as an anyspell.
http://www.d20srd.org/srd/spells/miracle.htm

Wish can, but inherent bonuses higher than +1 need to be chain-cast in consecutive rounds.
http://www.d20srd.org/srd/spells/wish.htm

AgentPaper
2009-04-13, 03:42 PM
I think jack thought you had wish as a 1/day at 20 instead of miracle. Looking at miracle, it seems like a perfect ability to give 1/day or so at 20, maybe even as early as 18, though he should never get it before the cleric. Just make sure it's clear that the XP cost for powerful stuff is still in effect. Looks to me like it would make a perfect capstone power, though. Nice fluff, gives literally a spell list of options, and without giving him more power than a level 20 should definitely have.

Shadowbane
2009-04-13, 04:51 PM
Thank you all. The 20th level ability has been changed back to Miracle 1/day. Bolding has been added.

AgentPaper
2009-04-13, 04:57 PM
{table=head]CL|HD|NAC|ST|Int|Special
5th-7th|+2|+4|+1|6|Empathic link, imp. ev,share spells/save
8th-10th|+4|+6|+2|7|Improved Speed
11th-14th|+6|+8|+3|8|Command Creatures of its kind
15th-20th|+8|+10|+4|9|Spell resistance[/table]

Didn't notice the mount had a table as well, oops.

Shadowbane
2009-04-13, 05:03 PM
Again, thank you so much! I have to learn how to do that. ._.

AgentPaper
2009-04-13, 05:24 PM
Again, thank you so much! I have to learn how to do that. ._.

I told you it's easy. Here's a simple explanation:

Start with {table=head] This just starts a new table. Right after that, list the elements you want to be in the first line. (which is that darker color automatically) Just make sure to separate each item with a |. (shift+\) Then, start a new line (by pressing enter, of course) and list out what will be on the second line, separating each item with a | again of course. Just make sure that your first line has as many items as you want columns, even if some of those items are blank. If you don't have enough items on the first line, you'll have less columns than you need, and some of them will be cut off. Just continue down the line like this, making sure each new row is on a new line and to separate with |. Once you've got all the stuff you need, finish off with [/table].

For example:
{table=head]One|Two||Four
1|2|3|4|5
I|II|III|IV|V
Sir Bedevere|Sir Lancelot|Sir Robin|Sir Galahad|Sir Not-Appearing-In-This-Table[/table]
{table=head]One|Two||Four
1|2|3|4|5
I|II|III|IV|V
Sir Bedevere|Sir Lancelot|Sir Robin|Sir Galahad|Sir Not-Appearing-In-This-Table[/table]

Lappy9000
2009-04-13, 05:32 PM
Bolding has been added.Thanks :smallbiggrin:

Here is a good place to learn tables and other homebrewing tips. (http://www.giantitp.com/forums/showthread.php?t=10313)

Shadowbane
2009-04-13, 05:39 PM
Thank you both very much!

Roderick_BR
2009-04-14, 07:15 AM
I like it. Looks like a kind of effect-denial character, that gains immunities and resistances as he levels up (and doesn't suck like monks). It's a neat idea for paladins. I'll try to give a better review later.

lesser_minion
2009-04-14, 08:13 AM
I quite like this - it gets a nice selection of abilities, and can provide allies with some reasonable defensive benefits. I also like the way that Smite now works like Sneak Attack.

Did you do anything with the RP requirements?

@AgentPaper: You can put around something if you're teaching somebody how to use a particular piece of code.

AgentPaper
2009-04-14, 08:47 AM
@AgentPaper: You can put around something if you're teaching somebody how to use a particular piece of code.

Ah, nifty. Thanks, edited that in.

Shadowbane
2009-04-14, 10:45 AM
@Roderick_BR: Thank you!

@lesser_minion: Not really. You can be Neutral Good, which is actually what I intended for this class. The auradin is much closer to the archetypical saints than the paladin. Mine had full ranks in diplomacy, and it was awesome for RPing. Either way, your oath should be about the same. Mine was...


Do not injustice to another.
Defend the weak and innocent.
Let truth and honor always guide you.
Let courage find the light within.

Stand up when no one else is willing.
Act not in hatred or in spite.
Be to this world as a perfect knight.
Even if it means your life.

I fight for justice.
I fight for righteousness.
I fight for a cause greater than myself.
I am the upholder of light.
I am the vanquisher of darkness.
I purge the world of evil.
No need is to small.
No call I shall not answer.
My hands heal the wounded.
My blade casts judgement.
My words speak only truth.

I am the holy knight.

I am the Auradin!

Also, my auradin talked like a medieval warrior (theeing and thouing and thying, etc.) It was surprisingly cool when facing down an ancient red dragon with massive hp while pretty much alone on his pegasi.

http://www.3edb.com/viewCharacter.asp?cid=19418

Galileo
2009-04-16, 07:09 AM
Very, very nice. I might ask my DM if I can use this.
One minor thing: What maneuverability do you get with the Aura of Glory fly speed?

Lappy9000
2009-04-16, 10:13 AM
Very, very nice. I might ask my DM if I can use this.
One minor thing: What maneuverability do you get with the Aura of Glory fly speed?And can you still fly with Medium or Heavy armor? Some classes restrict that (please don't :smallbiggrin:)

Shadowbane
2009-04-16, 11:01 AM
Good maneuverability, and you can of course fly in heavy or medium armor.

Foryn Gilnith
2009-04-16, 08:34 PM
I was afraid for a second you'd be ripping off World of Warcraft RPG. Thankfully, no (their Auradin in the Alliance Player's Guide is...meh); and your class is competent. Accolades for crafting such a compelling creation.

Shadowbane
2009-04-19, 07:04 PM
Thank you!

JackTheTripper
2009-05-30, 02:39 PM
Just posting because it wasn't clear to me from the info present in this thread: What's the caster level for these auras? (Such as for Righteous Might in the Aura of Fury.) And are they (the auras)*all active at once?

Edit: Also, AWESOME variant. I am SO using this for my campaigns now, this is far better than the base pally. :smile:

Shadowbane
2009-06-01, 07:48 PM
They are Class level. You can have Aura of Good and one other Aura of your choice active at any time. Changing the auras is a swift action.

Stycotl
2009-06-01, 07:59 PM
might want to put a skill list and slill points/level stat in there somewhere. from what i've seen so far though, looks good. there are a few classes that i've never tackled yet, because i don't even have a vision of what they should be, and paladin was one of them. so, maybe if i like this after reading through it all of the way, i won't have to rebuild the pally. good job so far.

EDIT: you specify in aura of defiance or one of the other subsequent ones that the aura of good is always active, but that the others need to be chosen round by round.

that kind of info needs to be in the aura of good description, or under a separate heading all together.

example:

Paladin Auras (Su): A paladin's faith surrounds her in increasingly powerful auras as she progresses in power. While her Aura of Good is always active, she may only have one other aura active at any time. She may change which aura she has active as a Swift Action. All auras (except her Aura of Good) function only when she is conscious.


Aura of Good: yadda yadda.

Aura of Courage: yadda yadda.

etc...

further, if you give mettle, give improved mettle at a later level. granted, it isn't as much of a benefit over all as mettle, but it can still save a character's arse (arguably moreso than improved evasion), and it is good form to give a full ability progression rather than partial.

and lastly, at higher levels, let the paladin have more than one aura active (beside the ever-present aura of good). maybe at 10th level, the pally can have two active, and at 16th level, three active. or if that is too powerful for your taste, give the pally the second aura at 16th level or so.

Lysander
2009-06-02, 12:11 AM
and lastly, at higher levels, let the paladin have more than one aura active (beside the ever-present aura of good). maybe at 10th level, the pally can have two active, and at 16th level, three active. or if that is too powerful for your taste, give the pally the second aura at 16th level or so.

What if a high level Auradin could pick a single favored aura that represents the type of good they most often stand for. They'd be able to activate that aura in addition to another aura for a number of rounds per day equal to their Auradin level.

Another idea I have is for an Auradin to be able to supercharge one of their auras and project a much stronger version of it for a very brief period of time. After doing so that particular aura would be burnt out and unusable until the Auradin rests.

I also hope you design a fallen version of the Auradin that has auras that harm enemies rather than helping allies.

Shadowbane
2009-06-03, 08:55 AM
I'm working on a blackguard base class. It might not use auras, but instead uses force of charisma to deal damage and such.

As for the auras, I'll think about giving more at higher levels. The trouble is that it can make him fairly insane.

Optimystik
2009-06-03, 09:12 AM
In case you wanted more ideas and weren't aware, Divine Mind from Complete Psionic is an existing "Auradin." They revere a deity and are able to project auras from their mantles to the entire party.

purplearcanist
2009-06-03, 03:56 PM
One thing. You forgot to put smite evil +1d6 under the 2nd level paladin.

Shadowbane
2009-06-05, 06:40 PM
Optimystik: Thanks, I forgot about them!

purplearcanist: Thanks.

JackTheTripper
2009-06-06, 05:19 PM
You forgot to detail Turn Undead's effect. :P

Edit: And Lay on Hands', too.

Edit #2: And skills...

Foryn Gilnith
2009-06-13, 10:12 AM
I presume they are the same as the original paladin.

Aura of Forbiddance seems a bit iffy. Do other anti-teleportation effects have saves? IIRC, they do, and 60' absolute no planar travel seems a bit powerful.

Surrealistik
2009-06-13, 12:15 PM
Yeah, I definitely agree with others in that the Auradin should be able to have multiple auras simultaneously active as he accrues levels. Perhaps trying to project auras beyond his normal limit could require a hard Will check of cumulatively higher difficulty each round.

Shadowbane
2009-06-16, 08:10 PM
Foryn: You can houserule that one, I suppose.

Surrealistik: I'll make some feats, shall I?

Drothmal
2009-06-17, 05:41 PM
I love this class! It looks like it would be a lot of fun to play

Isn't it a bit too powerful to give Righteous Might at will on 13th level? I mean, all those stats, reach and other perks all the time looks slightly overpowered to me... I would switch it with Aura of Forbiddance, so at least it is level 15...

Is the smite evil on all the time or is it a number of times a day like the standard paladin?

Thanks!

Drothmal

sofawall
2009-06-17, 08:14 PM
Where's Holy Shock? And Charge? Not a Hand of Justice anywhere?

Shadowbane
2009-06-17, 08:55 PM
Drothmal: Smite evil is on all the time, like the rogue ability.

Sofawall: And I have no idea what you are talking about.